The Ironhand Conspiracy

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Contents

Overview

This is a V-DnD Campaign being run by Landon. It is done using Pathfinder rules and using the additional Vore rules proved by Rina.

Pathfinder Rules: http://www.d20pfsrd.com/

V-DnD Rules: https://docs.google.com/document/d/1A7Xno2L85ET1fau6wmcbT2KQg2jdhQg10k3kI5-Wl80/edit

Character Sheets: www.myth-weavers.com/

Setting

The town of Ironhand is an iron mining town. It would have been just like any other mining town, but this town had one special feature. It was the only iron mine within the entire kingdom. The kingdom was not without enemies, and needed to make war. To make war, you needed iron. Whomever controlled Ironhand controlled the iron. Therefore, whoever controls Ironhand was sure to be among the most wealthy and powerful in the kingdom!

Local History

Ironhand was run by a baron when it was first founded. But the mine petered out and the land was sold to whomever could pay. So when the second vein of iron was found, the land was no longer titled to a noble. Now, the town is owned by four merchant houses: House Vangold, House Comptane, House Clawshire, and House Andromoth. These four houses own their own mines and constantly compete for dominance of trade. The town guard (chartered by the King) keeps order between the houses. The Ironworker's Guild (a chapter of the kingdom's craftsman guild) regulates the price of labor between houses. And the Chapel of Lathander soothes the weariness of the hard working miners.

But lately, things have been going wrong. Bandits have been attacking the trade caravans, and now they are strengthened by the local kobold tribes. The flow of iron and iron goods has slowed, and the Kingdom is too stretched from the war to come fix it. The town guard does everything it can, but is simply understaffed. Tensions between the Guild and the houses have risen sharply. The clergy is missing, the old racial tensions have boiled over, and the abandoned old-town has become a den of thieves. And through it all, one house is rising above the others. House Andromoth is the only house with enough cash to hire enough mercenaries to protect its iron shipments and land holdings. As the town falls to ruin, this one merchant house is a bastion of order amidst the chaos. Rumor has it Markus Andromoth will petition the King to grant him a title of nobility...

Vore and Society

Vore exists in this world. Like magic, the population knows that it exists, even if not everyone can use it. It is accepted, and perhaps even enjoyed. If you know where to look, it's not hard to find some very exotic prostitutes. However, while this world is vore friendly it does NOT exist solely for vore fantasies! You can't just murder random people by digestion and expect "it was a hot vore scene" to hold water in court.

That said, vore does have a few advantages over normal death. As certain characters can learn to reform people from the souls of the digested, and clerics can draw a soul back from the afterlife, a digested person can be resurrected much easier than normal. The temple only requires 100 gold worth of reagents to reform someone, rather than the usual 5000 for a full resurrection. This gold may be paid by your fellow adventurers at the time of reformation, or may be paid in advance so that you are automatically reformed. Note that reformation does NOT reform lost equipment... or clothes for that matter.

Thus there is this mitigating law: If you murder someone with digestion and you pay to have them reformed BEFORE you are arrested, the murder charge is dropped. It will be as though the murder part of the crime never happened. Any other crimes still apply. Some people with wealth learn to take advantage of these laws. Perhaps your player is one of them. But remember that the average peasant on the street makes one silver a day. That's an annual income of 36.5 gold. He can't afford a reformation.

So please, vore freely! But vore responsibility.

Oh yeah. And players who have the vore feats for reformation don't need to pay anything... assuming they meet the requirements to use said vore feats.

Rules

Character Creation

Use 15 point buy for attributes. You may choose to start at either level 1 or level 2. In order to start at level 2, you must come up with a background. It doesn't need to be long, a paragraph will do fine. You just need to have an adventure (or something like it) under your belt before your path takes you to Ironhand. A reason to come to the town would be nice too. Oh, and be ready to share your story with the other players!  :3

Furries and humans both exist in this world. When making a furry character, try to pick a non-furry race that is similar and use that as your template. For example, a mouse could use the stats of a halfling, while a fox could use the stats of an elf. Note of importance: Only furry characters have vore feats!

This campaign is based on investigation and mystery, but there will be combat. Most of the game will take place inside a city, although there will some outdoor scenes and a few dungeons. Players are encouraged to roll characters who would fit into this scenario. Likewise, players are encouraged to roll characters who don't mind being hired by a Paladin. (I'm looking for good aligned characters... Hint, hint! ;3 ) Also, I expect that the investigation heavy scenario will be friendly to prey and switches too.

Also, I'm not planning a free-form style of game where you can go anywhere. The town of Ironhand needs to tell its story! So when you're rolling your character, please try and roll a character who is interested in seeing this story through to conclusion. And no joining the bad guys either!

Play-Style

I don't enjoy an MMO style hack-and-slash adventure. Min-maxing your character is not necessary, nor is it encouraged. And in my campaigns the villains don't know that they are supposed to lose to the heroes. They will use every resource at their disposal, including tactics, strategy, class-levels, and vore feats. They act like people, not experience dispensers. It's not that I'm trying to kill the players off, but don't expect to charge the front gate of a castle manned by an army by yourself during broad daylight and win.

Act smart.

Scout and research your opponents.

Learn their weakness.

Win.

Schedule

This game is run once per week on Thursday evening. Game logs can be found here:

Introduction

http://vh.mucktopia.com/chatlog.php?mode=view&lid=5125&room=3&date=11%2F21%2F2013&char_names=

In which the players meet up and foil a minor kidnapping plot!

Adventure 1, Murder We Wrote

http://vh.mucktopia.com/chatlog.php?mode=view&lid=5125&room=3&date=12%2F05%2F2013&char_names=

In which the players are hired by the Captain of the Guard to investigate a grisly murder.

Players

This section will contain a link to all player's character sheets.

Rina: http://www.myth-weavers.com/sheetview.php?sheetid=706393

Joey2Joey: http://www.myth-weavers.com/sheetview.php?sheetid=714414

Lutherin: http://www.myth-weavers.com/sheetview.php?sheetid=708135

Jit: http://www.myth-weavers.com/sheetview.php?sheetid=711564

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